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https://github.com/bloeys/nmage.git
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Compare commits
10 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| f1b6f3a7c0 | |||
| d1f47316ae | |||
| 709dc062cc | |||
| 660c41bc06 | |||
| 99f5548ce2 | |||
| 5a54b1b465 | |||
| 36ac96d641 | |||
| 577e6250a8 | |||
| c311a0981c | |||
| 064a932037 |
@ -1,7 +1,10 @@
|
||||
package engine
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||||
|
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import (
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"runtime"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/renderer"
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"github.com/bloeys/nmage/timing"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/inkyblackness/imgui-go/v4"
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@ -9,8 +12,10 @@ import (
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)
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type Window struct {
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SDLWin *sdl.Window
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GlCtx sdl.GLContext
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SDLWin *sdl.Window
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GlCtx sdl.GLContext
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EventCallbacks []func(sdl.Event)
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Rend renderer.Render
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}
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func (w *Window) handleInputs() {
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@ -20,6 +25,12 @@ func (w *Window) handleInputs() {
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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//Fire callbacks
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for i := 0; i < len(w.EventCallbacks); i++ {
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w.EventCallbacks[i](event)
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}
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//Internal processing
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switch e := event.(type) {
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case *sdl.MouseWheelEvent:
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@ -85,6 +96,7 @@ func (w *Window) Destroy() error {
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func Init() error {
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runtime.LockOSThread()
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timing.Init()
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err := initSDL()
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@ -117,15 +129,15 @@ func initSDL() error {
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return nil
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}
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func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags) (*Window, error) {
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return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags)
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func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags, rend)
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}
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func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags) (*Window, error) {
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return createWindow(title, -1, -1, width, height, WindowFlags_OPENGL|flags)
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func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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return createWindow(title, -1, -1, width, height, WindowFlags_OPENGL|flags, rend)
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}
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func createWindow(title string, x, y, width, height int32, flags WindowFlags) (*Window, error) {
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func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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if x == -1 && y == -1 {
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x = sdl.WINDOWPOS_CENTERED
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@ -136,7 +148,11 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags) (*
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if err != nil {
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return nil, err
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}
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win := &Window{SDLWin: sdlWin}
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win := &Window{
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SDLWin: sdlWin,
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EventCallbacks: make([]func(sdl.Event), 0),
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Rend: rend,
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}
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win.GlCtx, err = sdlWin.GLCreateContext()
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if err != nil {
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@ -8,6 +8,7 @@ import (
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type Game interface {
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Init()
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Start()
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FrameStart()
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Update()
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@ -23,12 +24,21 @@ type Game interface {
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func Run(g Game) {
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g.Init()
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w := g.GetWindow()
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ui := g.GetImGUI()
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g.Init()
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//Simulate an imgui frame during init so any imgui calls are allowed within init
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tempWidth, tempHeight := w.SDLWin.GetSize()
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tempFBWidth, tempFBHeight := w.SDLWin.GLGetDrawableSize()
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ui.FrameStart(float32(tempWidth), float32(tempHeight))
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g.Start()
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ui.Render(float32(tempWidth), float32(tempHeight), tempFBWidth, tempFBHeight)
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for g.ShouldRun() {
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//PERF: Cache these
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width, height := w.SDLWin.GetSize()
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fbWidth, fbHeight := w.SDLWin.GLGetDrawableSize()
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@ -46,6 +56,7 @@ func Run(g Game) {
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w.SDLWin.GLSwap()
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g.FrameEnd()
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w.Rend.FrameEnd()
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timing.FrameEnded()
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}
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62
main.go
62
main.go
@ -2,7 +2,6 @@ package main
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import (
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"fmt"
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"runtime"
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"github.com/bloeys/assimp-go/asig"
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"github.com/bloeys/gglm/gglm"
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@ -12,24 +11,28 @@ import (
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"github.com/bloeys/nmage/logging"
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"github.com/bloeys/nmage/materials"
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"github.com/bloeys/nmage/meshes"
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"github.com/bloeys/nmage/renderer/rend3dgl"
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"github.com/bloeys/nmage/timing"
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nmageimgui "github.com/bloeys/nmage/ui/imgui"
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"github.com/go-gl/gl/v4.1-core/gl"
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"github.com/inkyblackness/imgui-go/v4"
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"github.com/veandco/go-sdl2/sdl"
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)
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//TODO: Tasks:
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//Proper rendering setup
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//Entities and components
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//Camera class
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//Audio
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//Flesh out the material system
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// Build simple game
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// Integrate physx
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// Entities and components
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// Camera class
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//Low Priority:
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// Renderer batching
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// Scene graph
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// Separate engine loop from rendering loop? or leave it to the user?
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// Abstract keys enum away from sdl
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// Abstract UI
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// Proper Asset loading
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// Audio
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// Frustum culling
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// Material system editor with fields automatically extracted from the shader
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var (
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isRunning bool = true
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@ -70,14 +73,9 @@ func (g *OurGame) Init() {
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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cubeMesh.AddTexture(tex)
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//Set mesh textures on material
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for _, v := range cubeMesh.TextureIDs {
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simpleMat.AddTextureID(v)
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}
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//Enable vertex attributes
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//Configure material
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simpleMat.DiffuseTex = tex.TexID
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simpleMat.SetAttribute(cubeMesh.Buf)
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//Movement, scale and rotation
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@ -100,6 +98,9 @@ func (g *OurGame) Init() {
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simpleMat.SetUnifVec3("lightColor1", lightColor1)
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}
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func (g *OurGame) Start() {
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}
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func (g *OurGame) FrameStart() {
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}
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@ -149,42 +150,23 @@ func (g *OurGame) Update() {
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imgui.DragFloat3("Cam Pos", &camPos.Data)
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}
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var dtAccum float32 = 0
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var lastElapsedTime uint64 = 0
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var framesSinceLastFPSUpdate uint = 0
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func (g *OurGame) Render() {
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simpleMat.Bind()
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cubeMesh.Buf.Bind()
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tempModelMat := modelMat.Clone()
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rowSize := 100
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for y := 0; y < rowSize; y++ {
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for x := 0; x < rowSize; x++ {
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simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
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gl.DrawElements(gl.TRIANGLES, cubeMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
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tempModelMat.Translate(gglm.NewVec3(-1, 0, 0))
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window.Rend.Draw(cubeMesh, tempModelMat, simpleMat)
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}
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simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
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}
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simpleMat.SetUnifMat4("modelMat", &modelMat.Mat4)
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dtAccum += timing.DT()
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framesSinceLastFPSUpdate++
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if timing.ElapsedTime() > lastElapsedTime {
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avgDT := dtAccum / float32(framesSinceLastFPSUpdate)
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g.GetWindow().SDLWin.SetTitle(fmt.Sprint("nMage (", 1/avgDT, " fps)"))
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dtAccum = 0
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framesSinceLastFPSUpdate = 0
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tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
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}
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lastElapsedTime = timing.ElapsedTime()
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g.GetWindow().SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
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}
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func (g *OurGame) FrameEnd() {
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|
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}
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func (g *OurGame) ShouldRun() bool {
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@ -205,8 +187,6 @@ func (g *OurGame) Deinit() {
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|
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func main() {
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|
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runtime.LockOSThread()
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|
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//Init engine
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err := engine.Init()
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if err != nil {
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@ -214,7 +194,7 @@ func main() {
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}
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//Create window
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window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE)
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window, err = engine.CreateOpenGLWindowCentered("nMage", 1280, 720, engine.WindowFlags_RESIZABLE, rend3dgl.NewRend3DGL())
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create window. Err: ", err)
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}
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@ -12,7 +12,8 @@ import (
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type Material struct {
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Name string
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ShaderProg shaders.ShaderProgram
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TexIDs []uint32
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DiffuseTex uint32
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UnifLocs map[string]int32
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AttribLocs map[string]int32
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@ -21,19 +22,17 @@ type Material struct {
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func (m *Material) Bind() {
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gl.UseProgram(m.ShaderProg.ID)
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for i, v := range m.TexIDs {
|
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gl.ActiveTexture(gl.TEXTURE0 + uint32(i))
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gl.BindTexture(gl.TEXTURE_2D, v)
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}
|
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|
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gl.ActiveTexture(gl.TEXTURE0)
|
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gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
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}
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|
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func (m *Material) UnBind() {
|
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|
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gl.UseProgram(0)
|
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for i := range m.TexIDs {
|
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gl.ActiveTexture(gl.TEXTURE0 + uint32(i))
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gl.BindTexture(gl.TEXTURE_2D, 0)
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}
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|
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//TODO: Should we unbind textures here? Are these two lines needed?
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// gl.ActiveTexture(gl.TEXTURE0)
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// gl.BindTexture(gl.TEXTURE_2D, 0)
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}
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|
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func (m *Material) GetAttribLoc(attribName string) int32 {
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@ -79,10 +78,6 @@ func (m *Material) SetAttribute(bufObj buffers.Buffer) {
|
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
|
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}
|
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|
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func (m *Material) AddTextureID(texID uint32) {
|
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m.TexIDs = append(m.TexIDs, texID)
|
||||
}
|
||||
|
||||
func (m *Material) EnableAttribute(attribName string) {
|
||||
gl.EnableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
|
||||
}
|
||||
|
||||
@ -7,18 +7,12 @@ import (
|
||||
"github.com/bloeys/assimp-go/asig"
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/asserts"
|
||||
"github.com/bloeys/nmage/assets"
|
||||
"github.com/bloeys/nmage/buffers"
|
||||
)
|
||||
|
||||
type Mesh struct {
|
||||
Name string
|
||||
TextureIDs []uint32
|
||||
Buf buffers.Buffer
|
||||
}
|
||||
|
||||
func (m *Mesh) AddTexture(tex assets.Texture) {
|
||||
m.TextureIDs = append(m.TextureIDs, tex.TexID)
|
||||
Name string
|
||||
Buf buffers.Buffer
|
||||
}
|
||||
|
||||
func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
|
||||
|
||||
41
renderer/rend3dgl/rend3dgl.go
Executable file
41
renderer/rend3dgl/rend3dgl.go
Executable file
@ -0,0 +1,41 @@
|
||||
package rend3dgl
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
"github.com/bloeys/nmage/renderer"
|
||||
"github.com/go-gl/gl/v4.1-core/gl"
|
||||
)
|
||||
|
||||
var _ renderer.Render = &Rend3DGL{}
|
||||
|
||||
type Rend3DGL struct {
|
||||
BoundMesh *meshes.Mesh
|
||||
BoundMat *materials.Material
|
||||
}
|
||||
|
||||
func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
|
||||
|
||||
if mesh != r3d.BoundMesh {
|
||||
mesh.Buf.Bind()
|
||||
r3d.BoundMesh = mesh
|
||||
}
|
||||
|
||||
if mat != r3d.BoundMat {
|
||||
mat.Bind()
|
||||
r3d.BoundMat = mat
|
||||
}
|
||||
|
||||
mat.SetUnifMat4("modelMat", &trMat.Mat4)
|
||||
gl.DrawElements(gl.TRIANGLES, mesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
|
||||
}
|
||||
|
||||
func (r3d *Rend3DGL) FrameEnd() {
|
||||
r3d.BoundMesh = nil
|
||||
r3d.BoundMat = nil
|
||||
}
|
||||
|
||||
func NewRend3DGL() *Rend3DGL {
|
||||
return &Rend3DGL{}
|
||||
}
|
||||
12
renderer/renderer.go
Executable file
12
renderer/renderer.go
Executable file
@ -0,0 +1,12 @@
|
||||
package renderer
|
||||
|
||||
import (
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
"github.com/bloeys/nmage/materials"
|
||||
"github.com/bloeys/nmage/meshes"
|
||||
)
|
||||
|
||||
type Render interface {
|
||||
Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material)
|
||||
FrameEnd()
|
||||
}
|
||||
@ -1,11 +1,19 @@
|
||||
package timing
|
||||
|
||||
import "time"
|
||||
import (
|
||||
"time"
|
||||
)
|
||||
|
||||
var (
|
||||
dt float32 = 0.01
|
||||
frameStart time.Time
|
||||
startTime time.Time
|
||||
|
||||
//fps calculator vars
|
||||
dtAccum float32 = 1
|
||||
lastElapsedTime uint64 = 0
|
||||
framesSinceLastFPSUpdate uint = 0
|
||||
avgFps float32 = 1
|
||||
)
|
||||
|
||||
func Init() {
|
||||
@ -13,11 +21,30 @@ func Init() {
|
||||
}
|
||||
|
||||
func FrameStarted() {
|
||||
|
||||
frameStart = time.Now()
|
||||
|
||||
//fps stuff
|
||||
dtAccum += dt
|
||||
framesSinceLastFPSUpdate++
|
||||
et := ElapsedTime()
|
||||
if et > lastElapsedTime {
|
||||
avgDT := dtAccum / float32(framesSinceLastFPSUpdate)
|
||||
avgFps = 1 / avgDT
|
||||
|
||||
dtAccum = 0
|
||||
framesSinceLastFPSUpdate = 0
|
||||
}
|
||||
lastElapsedTime = et
|
||||
}
|
||||
|
||||
func FrameEnded() {
|
||||
|
||||
//Calculate new dt
|
||||
dt = float32(time.Since(frameStart).Seconds())
|
||||
if dt == 0 {
|
||||
dt = float32(time.Microsecond)
|
||||
}
|
||||
}
|
||||
|
||||
//DT is frame deltatime in seconds
|
||||
@ -25,6 +52,11 @@ func DT() float32 {
|
||||
return dt
|
||||
}
|
||||
|
||||
//GetAvgFPS returns the fps averaged over 1 second
|
||||
func GetAvgFPS() float32 {
|
||||
return avgFps
|
||||
}
|
||||
|
||||
//ElapsedTime is time since game start
|
||||
func ElapsedTime() uint64 {
|
||||
return uint64(time.Since(startTime).Seconds())
|
||||
|
||||
@ -14,10 +14,10 @@ type ImguiInfo struct {
|
||||
ImCtx *imgui.Context
|
||||
|
||||
Mat *materials.Material
|
||||
vaoID uint32
|
||||
vboID uint32
|
||||
indexBufID uint32
|
||||
texID uint32
|
||||
VaoID uint32
|
||||
VboID uint32
|
||||
IndexBufID uint32
|
||||
TexID uint32
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
|
||||
@ -28,15 +28,7 @@ func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
frequency := sdl.GetPerformanceFrequency()
|
||||
currentTime := sdl.GetPerformanceCounter()
|
||||
if timing.ElapsedTime() > 0 {
|
||||
imIO.SetDeltaTime(float32(currentTime-timing.ElapsedTime()) / float32(frequency))
|
||||
} else {
|
||||
imIO.SetDeltaTime(1.0 / 60.0)
|
||||
}
|
||||
imIO.SetDeltaTime(timing.DT())
|
||||
|
||||
imgui.NewFrame()
|
||||
}
|
||||
@ -85,8 +77,8 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
// Recreate the VAO every time
|
||||
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and
|
||||
// we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
||||
gl.BindVertexArray(i.vaoID)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, i.vboID)
|
||||
gl.BindVertexArray(i.VaoID)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
|
||||
|
||||
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
|
||||
i.Mat.EnableAttribute("Position")
|
||||
@ -106,11 +98,11 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
for _, list := range drawData.CommandLists() {
|
||||
|
||||
vertexBuffer, vertexBufferSize := list.VertexBuffer()
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, i.vboID)
|
||||
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
|
||||
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
indexBuffer, indexBufferSize := list.IndexBuffer()
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, i.indexBufID)
|
||||
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, i.IndexBufID)
|
||||
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
|
||||
|
||||
for _, cmd := range list.Commands() {
|
||||
@ -118,7 +110,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
cmd.CallUserCallback(list)
|
||||
} else {
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, i.texID)
|
||||
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
|
||||
clipRect := cmd.ClipRect()
|
||||
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
|
||||
|
||||
@ -134,6 +126,30 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
|
||||
gl.Enable(gl.DEPTH_TEST)
|
||||
}
|
||||
|
||||
func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *imgui.FontConfig, glyphRanges *imgui.GlyphRanges) imgui.Font {
|
||||
|
||||
fontConfigToUse := imgui.DefaultFontConfig
|
||||
if fontConfig != nil {
|
||||
fontConfigToUse = *fontConfig
|
||||
}
|
||||
|
||||
glyphRangesToUse := imgui.EmptyGlyphRanges
|
||||
if glyphRanges != nil {
|
||||
glyphRangesToUse = *glyphRanges
|
||||
}
|
||||
|
||||
imIO := imgui.CurrentIO()
|
||||
|
||||
a := imIO.Fonts()
|
||||
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse)
|
||||
image := a.TextureDataAlpha8()
|
||||
|
||||
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
|
||||
|
||||
return f
|
||||
}
|
||||
|
||||
func NewImGUI() ImguiInfo {
|
||||
|
||||
imguiInfo := ImguiInfo{
|
||||
@ -144,13 +160,13 @@ func NewImGUI() ImguiInfo {
|
||||
imIO := imgui.CurrentIO()
|
||||
imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
|
||||
|
||||
gl.GenVertexArrays(1, &imguiInfo.vaoID)
|
||||
gl.GenBuffers(1, &imguiInfo.vboID)
|
||||
gl.GenBuffers(1, &imguiInfo.indexBufID)
|
||||
gl.GenTextures(1, &imguiInfo.texID)
|
||||
gl.GenVertexArrays(1, &imguiInfo.VaoID)
|
||||
gl.GenBuffers(1, &imguiInfo.VboID)
|
||||
gl.GenBuffers(1, &imguiInfo.IndexBufID)
|
||||
gl.GenTextures(1, &imguiInfo.TexID)
|
||||
|
||||
// Upload font to gpu
|
||||
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
|
||||
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.TexID)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
|
||||
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
|
||||
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
|
||||
@ -159,7 +175,7 @@ func NewImGUI() ImguiInfo {
|
||||
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
|
||||
|
||||
// Store our identifier
|
||||
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
|
||||
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.TexID))
|
||||
|
||||
//Shader attributes
|
||||
imguiInfo.Mat.Bind()
|
||||
|
||||
Reference in New Issue
Block a user